You find yourself in an infernal 3D maze, inhabited by bug-eyed monsters. Explore the maze and kill the monsters. There are ten per level. The maze is different on each level and the monsters move faster at higher levels.

Movement: Cursor KeysFire: Space BarStart: Enter Key

The window is now resizeable for the best screen area/framerate compromise.

That's excellent! Is the texture generated procedurally, or are you loading a single image?

Any chance we could get a full screen version of it? Windowed mode just isn't the same for immersion.

Everything is procedural. The wall pattern is a function the product of x & y within each wall segment.

I'll take a quick look at full screen (but no time till late friday). However I've scrubbed over the code so many times to reduce size, it's a bit doubtful whether the extra OS calls could be fitted in, particularly as windowed/full screen toggle is advisable, since some Linux installations balk at full screen. (Edit: After a quick hack, concluded that it's just not going to fit - sorry)

About fullsreen, you could just use setUndecorated(false) and setExtendedState(6) ...

Thanks for the hint. Currently the game renders 400x400 pixels, but could need to render 1280 x 1024 plus by going fullscreen in the current mode. i.e. about 8 times more, call it 10 in round numbers. A fast PC can render the 400x400 frame in around 3ms, so we'd be looking at around 30mS/frame on a good PC at full screen, which is a bit marginal. I'll try putting a 30mS sleep in the code at the current resolution to get a feel for it

/Edit: Putting in a 10mS sleep, actually got me a frame time of 15ms (~60fps) which was still nice and smooth. Putting in a 30mS sleep actually got a frame time of 32ms (~31.25fps). However it was noticeable jerky when rotating. So, probably could increase the display area by a factor of 2 and still have decent performance on slower PCs. i.e. VGA full screen would look nice, but SVGA & XGA would only work on top end hardware. It might be worthwhile to recode to allow the window to be resized, although even this is a challenge as regards code size.

/Edit 2: Modified game to run at any size window (Not released yet). Getting 20mS frame time at XGA resolution on 2.8GHz PC. Code at 4112 bytes. Maybe start with small frame, but allow manual maximising. Worth persevering

/Edit 3: The maximise/minimise buttons on the window now work. Additionally the window is resizeable. Thus on a fast machine you can get almost the fullscreen experience. Oh, and were back under 4k again

Performance under Mac OS X now fixed. That is the default size of 400x400 is playable again. Maximised the game still runs slow on my Powerbook G4. I tried changing the double buffer type from INT_RGB to INT_ARGB_PRE, but there was no improvement. I guess I've just maxed out my mac

If you let the monster get right on top of you, it sometimes is slightly behind you and isn't drawn. Or do you mean that you can't see the monsters at all (ever?). It could happen, if I've mucked the transparancy up as it's all being done by manipulating bytes directly. I have to go to work now and will look again at this in the evening.

I can't see it, but it's clearly in frnt of me if I refer to the map, at to myself dying...

I've modified both the monster transparency logic and made the monsters stand off from you very slightly when they attack and am hoping that one of these changes will help although I've been unable to replicate the fault.

How many levels are there? I think I beat level 8 and then it went to level 8 again in a different color... Or I am just crazy!

I've got to Level 13 so far. Play gets a bit strategic, since if you come out of a tee-junction facing the wrong way, there's no hope The levels are generated from random numbers, using the Depth-First maze generation algorithm, so there's no shortage of levels Some levels are a bit similar to others by chance, which probably accounts for the level 8 thing.

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